New Texture and UVs Management

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Various enhancements have been made to texture management for ZTools and SubTools. Previously, it was only possible to have one texture for the current tool which applied to all SubTools. Now textures can be saved separately per ZTool or SubTool.

  • Now, each ZTool and/or SubTool has its own texture management; color and displacement textures are saved directly in the ZTool. They can be displayed or turned off, by clicking on the Texture On or Disp On buttons.
  • The UV’s management has also been improved in the same way as the Texture maps.

The basic workflow is as follows:

  1. Use the Tool >> UV Map menu to set your desired map size. This setting will be used for all future maps created for the selected model.
  2. Set a UV Map Border, if the default value of 4 pixels is not sufficient.
  3. If the model does not already have UV mapping, select one of the mapping options. PUVTiles is recommended for most uses.
  4. Create your texture, displacement and/or normal maps. For texture and displacement maps, these maps will immediately be applied to your SubTool after creation. They will therefore be found in the appropriate #Tool sub-palette (Tool >> Texture Map or Tool >> Displacement Map).
  5. To export your texture or displacement map, browse to its sub-palette and click the Clone button found next to the map’s thumbnail. This will copy the map into either the Texture or Alpha palette, where you can then export it for use in another application.

Please note that this change is a fundamental difference in how ZBrush manages and saves the ZTL format. This means that ZTools saved in version 3.5 will not open in any earlier version of ZBrush including version 3.1.


UV Mapping

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